I have nested a navigation controller inside another and now its causing the uiview inside the nested navigationcontroller to resized weirdly.
Here are a few screen shots to show you whats going on.
This is with both navigation bars showing, as you can see the bottom extends further than the physical screen can allow.
this one only shows the sub navbar with the main nav bar hidden.. as you can see there is this weird space above the subbar that looks like the height of a status bar. i'm not sure what it is.
Lastly this shows only the mainnavbar being shown and the subbar being hidden..
the last view is what I would like to use, However.. if you look at the bottom of the view its only got a portion of the A's displaying.. however if you look to the view in InterfaceBuilder on the left you will see that interface there should be more letters there but strangely the view is not resizing to fit in the bound of the physical view...
I am wondering hopefully with the detail supplied if you can tell me how to get the view to resize correctly and fit everything in properly.. any help would be greatly appreciated.
I think you set the autoresizeMask property = UIViewAutoresizingFlexibleBottomMargin for these UILabel objects, you'll get the last UILabel aligned to the bottom of your UIView.
Related
I'm making a simple app and I love using blue effects throughout the UI. Normally if I use a tableView I pin the 4 edges all the way out to the edge of the viewController, and everything scrolls correctly "behind" the blurred navigation bar and tab bar.
However, for one scene I want one view "Original Post VisualFX View" to be "pinned" at the top while the answer fields scroll behind that view and the nav/bottom bars.
Here's the view hierarchy:
Even after I turned off "clip to bounds" on the tableview as well as every view in the hierarchy above it, I can only get the tableView to scroll a BIT behind the Original Post VisualFX View and the bottom tab bar before they disappear. I assume it's because tableViews don't draw things that aren't visible at all within its bounds.
I'm trying to do everything in the Storyboard in IB with as little code as possible. I feel like this shouldn't be that hard, right?
So after tinkering for a while, I found a workaround: use a TableViewController for the whole scene, and just use a custom TableViewCell as the header, which pins it at the top when you scroll. By using ClearColor for the background and putting a UIVisualEffectView with blur in the background, I'm able to get everything to work beautifully.
Somehow the Segmented Control does not get the proper height when the iPhone is in Landscape.
It is already bad enough when rotating the simulator that the toolbar at the bottom doesn't get thinner height, but when navigating back to the previous screen and then in again, the toolbar does get the propper height, but the segmented control extends above it, and even looks much bigger.
Is the is bug in the simulator or am i doing something wrong?
After digging around another day, I found where it all went wrong!
When dealing with UINavigationControllers, DO NOT drag in a UIToolbar at all! UINavigationController comes with two bars, a top-bar for the Navigation Controller and a bottom-bar for the ToolBar - that latter one is hidden by default.
In any newly added ViewControllers, there will be a toolbar that can be populated from the IB. However, if it is not a UIBarButton, there are some issues. To use a stepper, on/off-switch or a segmented control, drag it first to the Navigation bar, and then in the left column navigator of IB, drag it to the toolbar.
This solved all the problems mentioned before
I have a simple 1 screen app, with 1 View.. the view contains
a button, an textbox and a button across the top
A segmented controller across the bottom
and a MapView in between.
In portrait mode all is right with the world.. So I decided to begin to allow Orientation change...
in IB all views and elements and even the root window have autoResizeSubviews set
in My AppDelegate and my viewController I have also programatically added SetAutoResizeSubviews to yes explicitely I have set the autoResizingMask in the Root Window and the View Controller to FlexibleWidht | Flexibile Height
I have added the shouldAutorotateToInterfaceOrientation in my ViewController to always return true.
Yet, it doesn't work.. Or should I say it doesn't rotate properly.. in both portrait modes everything looks great, but both landscape modes, things don't get laid out or resized properly.. Basically all I see is the mapview, and its size gets slightly wider, but not much than the portrait mode, and it doesn't fill up the screen top to bottom.. all other interface elements with the exception of one button are invisible and it appears on TOP of the mapview.. as thought it just happened to be layed out over the view by coincidence than any design.
Anyone have any ideas what I am missing, or why?
Thanks in advance
You say "I have set the autoResizingMask in the Root Window and the View Controller" but that is a red herring. It is the buttons, the text box, the segmented controller, and the map view that have to have the correct autoresizingMask. If this view is being designed in the nib, you can set the values there and then turn the orientation right there in the nib and see what happens.
If you are unable to work out good autoresizingMask values for all those interface elements, implement didRotateFromInterfaceOrientation and perform the layout alterations in code when called upon to do so.
Once again, I'm almost entirely sure this is something dumb that I'm doing, but I've been banging my head against this one for hours & am getting nowhere.
I'm trying to restructure the view hierarchy of my app. I need to be able to detect user interface orientation changes globally in order to correctly rotate a "Loading" view displayed when the app is downloading content. (device orientation changes seem to fire at different times, causing the view that needs to respond to these events to rotate sporadically).
The app previously added a UINavigationController's view to the main window. I modified the hierarchy to add the view of a UIViewController subclass to the main window, and added the view of the UINavigationController to the subclass's view. The UIViewController subclass manages the display & rotation of the "Loading" subview, and I was expecting the rest of the app to continue behaving normally, as inserting one extra empty view into the hierarchy didn't feel like I was changing too much.
My initial problem was the positioning of the UINavigationController - it was 20 pixels too low, resulting in a gap between the status bar and the navigation bar, and cutting off the bottom 20 pixels of the tab bar. I was able to adjust this by setting the frame property of the UINavigationController's view to the bounds property of the UIViewController's view, which corrected the position.
However, now I'm stuck with a 20-pixel-high dark "overlay" on top of my navigation bar. If I were to guess, I'd say it was black with 50% opacity. Touch events on this bar don't work (e.g. if I try to tap the "Back" button through the overlay, nothing happens). The fact that the height is equal to that of the status bar hasn't escaped me, but I'm at a total loss as to what could be causing it.
I hate feeling this stupid, so if anyone has any insight into this problem, you'd really make my day. Thanks in advance!
OK, a few things pop out from your post.
My initial problem was the positioning of the
UINavigationController - it was 20
pixels too low
This makes me believe it is related to your new problem.
I was able to adjust this by setting
the frame property of the
UINavigationController's view to the
bounds property of the
UIViewController's view
This sounds like the view it was loaded onto was offset 20 pixels, and when you set it to the bounds, it repositioned it on the windows view space.
Touch events on this bar don't work
(e.g. if I try to tap the "Back"
button through the overlay, nothing
happens)
This is the big thing. If touch events aren't being sent to the view, then what that means is that the OS doesn't see a view where you are pressing (or rather the view you want it to), so that view doesn't get the message to do something.
From what you have said, I believe your problem is with your base view controller that you just added. Try redoing the frame on, making it conform to where you want. Then take out the code you put in to set the navigation controllers frame. The navigation controller should fit to the view you added too, and once you have that main view where it needs to be (20 pixels higher apparently), then everything should work.
My application has a tab bar, and in one tab I have a navigation controller.
I want to find the position of the center of the view that appears between the navigation bar and tab bar, so that I can display a UIActivityIndicatorView right in the middle of the view when stuff happens.
However, I'm getting different values of self.view.bounds.size depending on where I am in the navigation hierarchy. At the top level, it tells me 320x460 but it's 320x367 in deeper levels.
320x367 is the size I'm expecting (and confirmed in IB by the size inspector). So why am I seeing different on the top level only?
Answering own question by approaching the original problem a different way.
I was trying to create a UIActivityIndicator using initWithFrame, passing it coordinates for the center of the current view, calculated from its bounds.
However, this is unnecessarily complicated. I can simply set
activityIndicator.center = self.view.center;
to align the activity indicator right in the middle of the main view.